40K Campaigning: Mission 1
It’s time to kick off my sample 40K campaign, the Jailbreak at Khasak Prime! This plot will pit a group of valiant eldar (or dastardly eldar, depending on your viewpoint) as they venture deep behind enemy lines to recover their captured farseer from the clutches of the torturous orks (or handsome and heroic orks, depending on your viewpoint). If the eldar don’t free the farseer, then the orks will exploit the information they get from him to launch a devastating counter attack.
The flow of this mission will center on the activities of the eldar, but won’t always present them as the “attacker” and the orks as the “defender”. Rather, the nature of the missions will change to reflect the success or failures of the campaign. This may mean that the eldar easily push past the ork defenses, gaining direct access to the prison; it may also mean that the orks thwart their plans, putting them on a desperate chase to infiltrate the prison in what may be a suicide mission. Half the fun will be telling the story, so let’s get started!
The first thing I did was create the branching ladder of missions for the campaign, based on what actions I felt the eldar and orks would be forced to take depending on the results of an introductory mission to set the stage.
The victor will be the player that gets the most Campaign Points (CP) at the end of the campaign. The missions grow in size throughout the campaign, as each force commits more forces to the cause. This will ensure that the climax of the campaign is dramatic and full of action:
- Each player chooses a named character from their codex, this character will be used only in the final missions of the game. Until that time, they are assumed to be at the ork prison either initiating or suffering “coercive interrogation techniques”.
- Each player chooses an HQ choice for their army; this HQ will become the “character” for the duration of the campaign. This unit should be named and given some pizzazz for fun. In effect, this unit will be the protagonist of the story.
- The ork character will be a rowdy warboss who leads a gang of war bikers in the desert of Khasak Prime.
- The elder character will be the cunning Nolrandir, talented farseer and pupil to Eldrad.
- Players are not required to use the same lists from mission to mission, but are encouraged to carry over many units to develop a personality for their force and take advantage of veteran abilities. Also, using the same units gives us the chance for grudge matches and bragging rights!
Opening Mission: Eldar Infiltration
The Eldar taskforce is stealthily inserted behind ork lines and must eliminate the ork sentries which guard their way to the prison.
The eldar player marks the center of his long board edge, then measures a 12” radius from that point—this hemisphere is his deployment zone.
The ork deployment zone is everywhere else on the board. Players take turns placing 3 objectives in the ork deployment zone at least 12” from the eldar deployment zone and any board edge or other objective. The ork player then deploys his units within 12” of any of these objectives, but may not be within 12” of an eldar unit. The elder player deploys second.
Reserves come from the owning player’s long board edge.
Primary Objective—Watchtower Control (5 CP)
The player who controls the most objectives at the end of the game receives 5 CP.
Secondary Objective—Hamper Mobility (2 CP)
If a player destroys or immobilizes all of the opposing player’s vehicles that have a transport capacity, that player gains 2 CP. If a player has no vehicles, the opposing player automatically gains this objective.
Bonus Ork Objektive—“He’s Wanted!” (3 CP)
After deployment but before the game begins, the eldar player nominates one of his exarchs or HQ models to be an individual associated with the captured special character, thus having an ork bounty on his head. If the nominated model is destroyed, the ork player gains 3 CP.
Bonus Eldar Objective—“Fast and silent, brothers.”(variable CP)
You receive 1 CP for every ork unit destroyed in close combat.
Roll off to choose to go first or second.
Random turn end.
Infiltrate. Night fight.
The objectives count as area terrain.
Each objective is mounted with a searchlight. At the beginning of a controlling players shooting phase, the searchlight negates the night fight rule for one turn of shooting against a single enemy unit within 48”.
NEXT WEEK: The results and rules for MISSION 2